//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:40 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint // (Final, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // TArray Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData) // bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::UpdateMeshSection_Blueprint(int SectionIndex, TArray Vertices, TArray Triangles, TArray Normals, TArray Tangents, TArray UV0, TArray UV1, TArray Colors, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.UpdateMeshSection_Blueprint"); URuntimeMeshComponent_UpdateMeshSection_Blueprint_Params params; params.SectionIndex = SectionIndex; params.Vertices = Vertices; params.Triangles = Triangles; params.Normals = Normals; params.Tangents = Tangents; params.UV0 = UV0; params.UV1 = UV1; params.Colors = Colors; params.bCalculateNormalTangent = bCalculateNormalTangent; params.bGenerateTessellationTriangles = bGenerateTessellationTriangles; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles // (Final, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // TArray TessellationTriangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool bShouldMoveArray (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::SetSectionTessellationTriangles(int SectionIndex, TArray TessellationTriangles, bool bShouldMoveArray) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.SetSectionTessellationTriangles"); URuntimeMeshComponent_SetSectionTessellationTriangles_Params params; params.SectionIndex = SectionIndex; params.TessellationTriangles = TessellationTriangles; params.bShouldMoveArray = bShouldMoveArray; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible // (Final, Native, Public, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool bNewVisibility (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::SetMeshSectionVisible(int SectionIndex, bool bNewVisibility) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionVisible"); URuntimeMeshComponent_SetMeshSectionVisible_Params params; params.SectionIndex = SectionIndex; params.bNewVisibility = bNewVisibility; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool bNewCollisionEnabled (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCollisionEnabled"); URuntimeMeshComponent_SetMeshSectionCollisionEnabled_Params params; params.SectionIndex = SectionIndex; params.bNewCollisionEnabled = bNewCollisionEnabled; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow // (Final, Native, Public, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool bNewCastsShadow (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshSectionCastsShadow"); URuntimeMeshComponent_SetMeshSectionCastsShadow_Params params; params.SectionIndex = SectionIndex; params.bNewCastsShadow = bNewCastsShadow; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection // (Final, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // int CollisionSectionIndex (Parm, ZeroConstructor, IsPlainOldData) // TArray Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) void URuntimeMeshComponent::SetMeshCollisionSection(int CollisionSectionIndex, TArray Vertices, TArray Triangles) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.SetMeshCollisionSection"); URuntimeMeshComponent_SetMeshCollisionSection_Params params; params.CollisionSectionIndex = CollisionSectionIndex; params.Vertices = Vertices; params.Triangles = Triangles; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature // (MulticastDelegate, Public, Delegate) void URuntimeMeshComponent::RuntimeMeshCollisionUpdatedDelegate__DelegateSignature() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("DelegateFunction RuntimeMeshComponent.RuntimeMeshComponent.RuntimeMeshCollisionUpdatedDelegate__DelegateSignature"); URuntimeMeshComponent_RuntimeMeshCollisionUpdatedDelegate__DelegateSignature_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool URuntimeMeshComponent::IsMeshSectionVisible(int SectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionVisible"); URuntimeMeshComponent_IsMeshSectionVisible_Params params; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled // (Final, Native, Public, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool URuntimeMeshComponent::IsMeshSectionCollisionEnabled(int SectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCollisionEnabled"); URuntimeMeshComponent_IsMeshSectionCollisionEnabled_Params params; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool URuntimeMeshComponent::IsMeshSectionCastingShadows(int SectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.IsMeshSectionCastingShadows"); URuntimeMeshComponent_IsMeshSectionCastingShadows_Params params; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int URuntimeMeshComponent::GetNumSections() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.GetNumSections"); URuntimeMeshComponent_GetNumSections_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int URuntimeMeshComponent::GetLastSectionIndex() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.GetLastSectionIndex"); URuntimeMeshComponent_GetLastSectionIndex_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) int URuntimeMeshComponent::FirstAvailableMeshSectionIndex() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.FirstAvailableMeshSectionIndex"); URuntimeMeshComponent_FirstAvailableMeshSectionIndex_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::EndBatchUpdates() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.EndBatchUpdates"); URuntimeMeshComponent_EndBatchUpdates_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist // (Final, Native, Public, BlueprintCallable, BlueprintPure, Const) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) bool URuntimeMeshComponent::DoesSectionExist(int SectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.DoesSectionExist"); URuntimeMeshComponent_DoesSectionExist_Params params; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint // (Final, Native, Public, HasOutParms, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // TArray Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Normals (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Tangents (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UV0 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UV1 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Colors (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // bool bCreateCollision (Parm, ZeroConstructor, IsPlainOldData) // bool bCalculateNormalTangent (Parm, ZeroConstructor, IsPlainOldData) // bool bGenerateTessellationTriangles (Parm, ZeroConstructor, IsPlainOldData) // EUpdateFrequency UpdateFrequency (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::CreateMeshSection_Blueprint(int SectionIndex, TArray Vertices, TArray Triangles, TArray Normals, TArray Tangents, TArray UV0, TArray UV1, TArray Colors, bool bCreateCollision, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles, EUpdateFrequency UpdateFrequency) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.CreateMeshSection_Blueprint"); URuntimeMeshComponent_CreateMeshSection_Blueprint_Params params; params.SectionIndex = SectionIndex; params.Vertices = Vertices; params.Triangles = Triangles; params.Normals = Normals; params.Tangents = Tangents; params.UV0 = UV0; params.UV1 = UV1; params.Colors = Colors; params.bCreateCollision = bCreateCollision; params.bCalculateNormalTangent = bCalculateNormalTangent; params.bGenerateTessellationTriangles = bGenerateTessellationTriangles; params.UpdateFrequency = UpdateFrequency; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::CookCollisionNow() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.CookCollisionNow"); URuntimeMeshComponent_CookCollisionNow_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection // (Final, Native, Public, BlueprintCallable) // Parameters: // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::ClearMeshSection(int SectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshSection"); URuntimeMeshComponent_ClearMeshSection_Params params; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshCollisionSection // (Final, Native, Public, BlueprintCallable) // Parameters: // int CollisionSectionIndex (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshComponent::ClearMeshCollisionSection(int CollisionSectionIndex) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearMeshCollisionSection"); URuntimeMeshComponent_ClearMeshCollisionSection_Params params; params.CollisionSectionIndex = CollisionSectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.ClearCollisionConvexMeshes // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::ClearCollisionConvexMeshes() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearCollisionConvexMeshes"); URuntimeMeshComponent_ClearCollisionConvexMeshes_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshSections // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::ClearAllMeshSections() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshSections"); URuntimeMeshComponent_ClearAllMeshSections_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshCollisionSections // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::ClearAllMeshCollisionSections() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.ClearAllMeshCollisionSections"); URuntimeMeshComponent_ClearAllMeshCollisionSections_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.BeginBatchUpdates // (Final, Native, Public, BlueprintCallable) void URuntimeMeshComponent::BeginBatchUpdates() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.BeginBatchUpdates"); URuntimeMeshComponent_BeginBatchUpdates_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshComponent.AddCollisionConvexMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // TArray ConvexVerts (Parm, ZeroConstructor) void URuntimeMeshComponent::AddCollisionConvexMesh(TArray ConvexVerts) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshComponent.AddCollisionConvexMesh"); URuntimeMeshComponent_AddCollisionConvexMesh_Params params; params.ConvexVerts = ConvexVerts; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.GetSectionFromStaticMesh // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // class UStaticMesh* InMesh (Parm, ZeroConstructor, IsPlainOldData) // int LODIndex (Parm, ZeroConstructor, IsPlainOldData) // int SectionIndex (Parm, ZeroConstructor, IsPlainOldData) // TArray Vertices (Parm, OutParm, ZeroConstructor) // TArray Triangles (Parm, OutParm, ZeroConstructor) // TArray Normals (Parm, OutParm, ZeroConstructor) // TArray UVs (Parm, OutParm, ZeroConstructor) // TArray Tangents (Parm, OutParm, ZeroConstructor) void URuntimeMeshLibrary::GetSectionFromStaticMesh(class UStaticMesh* InMesh, int LODIndex, int SectionIndex, TArray* Vertices, TArray* Triangles, TArray* Normals, TArray* UVs, TArray* Tangents) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.GetSectionFromStaticMesh"); URuntimeMeshLibrary_GetSectionFromStaticMesh_Params params; params.InMesh = InMesh; params.LODIndex = LODIndex; params.SectionIndex = SectionIndex; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Vertices != nullptr) *Vertices = params.Vertices; if (Triangles != nullptr) *Triangles = params.Triangles; if (Normals != nullptr) *Normals = params.Normals; if (UVs != nullptr) *UVs = params.UVs; if (Tangents != nullptr) *Tangents = params.Tangents; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.GenerateTessellationIndexBuffer // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // TArray Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UVs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Normals (Parm, OutParm, ZeroConstructor) // TArray Tangents (Parm, OutParm, ZeroConstructor) // TArray OutTessTriangles (Parm, OutParm, ZeroConstructor) void URuntimeMeshLibrary::GenerateTessellationIndexBuffer(TArray Vertices, TArray Triangles, TArray UVs, TArray* Normals, TArray* Tangents, TArray* OutTessTriangles) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.GenerateTessellationIndexBuffer"); URuntimeMeshLibrary_GenerateTessellationIndexBuffer_Params params; params.Vertices = Vertices; params.Triangles = Triangles; params.UVs = UVs; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Normals != nullptr) *Normals = params.Normals; if (Tangents != nullptr) *Tangents = params.Tangents; if (OutTessTriangles != nullptr) *OutTessTriangles = params.OutTessTriangles; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateGridMeshTriangles // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // int NumX (Parm, ZeroConstructor, IsPlainOldData) // int NumY (Parm, ZeroConstructor, IsPlainOldData) // bool bWinding (Parm, ZeroConstructor, IsPlainOldData) // TArray Triangles (Parm, OutParm, ZeroConstructor) void URuntimeMeshLibrary::CreateGridMeshTriangles(int NumX, int NumY, bool bWinding, TArray* Triangles) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateGridMeshTriangles"); URuntimeMeshLibrary_CreateGridMeshTriangles_Params params; params.NumX = NumX; params.NumY = NumY; params.bWinding = bWinding; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Triangles != nullptr) *Triangles = params.Triangles; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateBoxMesh // (Final, Native, Static, Public, HasOutParms, HasDefaults, BlueprintCallable) // Parameters: // struct FVector BoxRadius (Parm, IsPlainOldData) // TArray Vertices (Parm, OutParm, ZeroConstructor) // TArray Triangles (Parm, OutParm, ZeroConstructor) // TArray Normals (Parm, OutParm, ZeroConstructor) // TArray UVs (Parm, OutParm, ZeroConstructor) // TArray Tangents (Parm, OutParm, ZeroConstructor) void URuntimeMeshLibrary::CreateBoxMesh(const struct FVector& BoxRadius, TArray* Vertices, TArray* Triangles, TArray* Normals, TArray* UVs, TArray* Tangents) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.CreateBoxMesh"); URuntimeMeshLibrary_CreateBoxMesh_Params params; params.BoxRadius = BoxRadius; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Vertices != nullptr) *Vertices = params.Vertices; if (Triangles != nullptr) *Triangles = params.Triangles; if (Normals != nullptr) *Normals = params.Normals; if (UVs != nullptr) *UVs = params.UVs; if (Tangents != nullptr) *Tangents = params.Tangents; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.CopyRuntimeMeshFromStaticMeshComponent // (Final, Native, Static, Public, BlueprintCallable) // Parameters: // class UStaticMeshComponent* StaticMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) // int LODIndex (Parm, ZeroConstructor, IsPlainOldData) // class URuntimeMeshComponent* RuntimeMeshComp (Parm, ZeroConstructor, InstancedReference, IsPlainOldData) // bool bShouldCreateCollision (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshLibrary::CopyRuntimeMeshFromStaticMeshComponent(class UStaticMeshComponent* StaticMeshComp, int LODIndex, class URuntimeMeshComponent* RuntimeMeshComp, bool bShouldCreateCollision) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.CopyRuntimeMeshFromStaticMeshComponent"); URuntimeMeshLibrary_CopyRuntimeMeshFromStaticMeshComponent_Params params; params.StaticMeshComp = StaticMeshComp; params.LODIndex = LODIndex; params.RuntimeMeshComp = RuntimeMeshComp; params.bShouldCreateCollision = bShouldCreateCollision; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.ConvertQuadToTriangles // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // TArray Triangles (Parm, OutParm, ZeroConstructor, ReferenceParm) // int Vert0 (Parm, ZeroConstructor, IsPlainOldData) // int Vert1 (Parm, ZeroConstructor, IsPlainOldData) // int Vert2 (Parm, ZeroConstructor, IsPlainOldData) // int Vert3 (Parm, ZeroConstructor, IsPlainOldData) void URuntimeMeshLibrary::ConvertQuadToTriangles(int Vert0, int Vert1, int Vert2, int Vert3, TArray* Triangles) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.ConvertQuadToTriangles"); URuntimeMeshLibrary_ConvertQuadToTriangles_Params params; params.Vert0 = Vert0; params.Vert1 = Vert1; params.Vert2 = Vert2; params.Vert3 = Vert3; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Triangles != nullptr) *Triangles = params.Triangles; } // Function RuntimeMeshComponent.RuntimeMeshLibrary.CalculateTangentsForMesh // (Final, Native, Static, Public, HasOutParms, BlueprintCallable) // Parameters: // TArray Vertices (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Triangles (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray UVs (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm) // TArray Normals (Parm, OutParm, ZeroConstructor) // TArray Tangents (Parm, OutParm, ZeroConstructor) void URuntimeMeshLibrary::CalculateTangentsForMesh(TArray Vertices, TArray Triangles, TArray UVs, TArray* Normals, TArray* Tangents) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function RuntimeMeshComponent.RuntimeMeshLibrary.CalculateTangentsForMesh"); URuntimeMeshLibrary_CalculateTangentsForMesh_Params params; params.Vertices = Vertices; params.Triangles = Triangles; params.UVs = UVs; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; static auto defaultObj = StaticClass()->GetDefaultObject(); defaultObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Normals != nullptr) *Normals = params.Normals; if (Tangents != nullptr) *Tangents = params.Tangents; } }